//bot_custom_strat 									rush_b
//mp_guardian_target_site 							0
//mp_randomspawn 										3
mp_maxrounds 										30
mp_roundtime 										5
bot_difficulty										1
bot_allow_rogues									0	
mp_use_respawn_waves								2
mp_respawn_on_death_t								0
mp_respawn_on_death_ct								1
mp_startmoney										1200
mp_afterroundmoney									0
mp_buytime											600
sv_buy_status_override								0
mp_ct_default_primary								""
mp_ct_default_secondary								weapon_fiveseven
mp_free_armor										2
sv_auto_adjust_bot_difficulty 						0
sv_bots_get_easier_each_win							1
sv_bots_get_harder_after_each_wave					1
sv_bots_force_rebuy_every_round						0
mp_buy_anywhere                                     1
mp_buy_during_immunity                              0
bot_allow_rifles									1      // If nonzero, bots may use rifles.
bot_allow_snipers									1      // If nonzero, bots may use sniper rifles.
bot_allow_machine_guns								0      // If nonzero, bots may use the machine gun.
cash_player_killed_enemy_default					300    // Money award to player when they kill an enemy (which then gets scaled per weapon)
cash_player_get_killed                              0    // Money a player can get when they are killed by another player
cash_player_bomb_planted							100
cash_team_survive_guardian_wave						500
cash_team_elimination_bomb_map						500
cash_team_loser_bonus								800
cash_team_loser_bonus_consecutive_rounds			200
mp_guardian_special_kills_needed					0
mp_guardian_special_weapon_needed					""
mp_guardian_player_dist_min							9999
mp_guardian_player_dist_max							9999

// if set, the map will declare this team the winner when the round timer expires.  
// (-1 == map default, 0 == draw, 2 == Ts, 3 == CTs)
// Ts win if the round timer runs out
mp_default_team_winner_no_objective					2